![]() ![]() OK, here's what I think is happening: Core Audio is pull-based, that is, when a unit needs data, it requests it from its source. On the other hand, have you considered managing your noteOn + noteOff events directly using: MusicDeviceMIDIEvent (self.samplerUnit, noteCommand, noteNum, onVelocity, 0) Don't know what you are trying to do but a workaround might be starting your event a bit later than 0.000. I was able to repro the issue with that file - hadn't seen it before but then the files I work are longer. SequenceTrack Events: 9, Track Length: 4.11 beats SequenceTrack Events: 3, Track Length: 0.00 beatsĠ.000: Time Sig:4/4, 24 clks/qtr, 8 32nds/clk This is how the MusicPlayer sees your file (using the function CAShow(nameOfYourSequence)) Sequence = 1, Type = beats Fwiw - without the stop/start player calls, it also works but transient notes will still sound so it is less of a clean jump. Or perhaps I misunderstood the issue you described. Are you confident that notes in the sequence are at the times you think they are? Or something else going on?Ī quick test with the code below (error checking removed) stops + restarts fine. I haven't noticed any problem with starting/stopping/restarting a sequence at t0. I have to wait until the sequence is completely played before I can play it again. No joy, iOS knows I want to play the same file twice and forbids it. So I've gone to the extreme of creating two MusicSequence from the same MIDI file and switching from one to the other. If I change the MusicSequence however, the new MusicSequence plays fine. ![]() If (MusicPlayerStart(musicPlayer) != noErr) If (MusicPlayerSetPlayRateScalar(musicPlayer, 1.0) != noErr) If (MusicPlayerSetTime(musicPlayer, (MusicTimeStamp)0.0) != noErr) If (MusicPlayerSetSequence(musicPlayer, musicSequence) != noErr) If (MusicPlayerStop(musicPlayer) != noErr) If (MusicPlayerIsPlaying(musicPlayer, &isPlaying) != noErr) I have tried this also (and many other combinations of the same type): Boolean isPlaying = NO I don't get any error, but making this call stops the playback altogether, instead of (as is said in the documentation) continuing playing from the new position. To do that I naturally call: if (MusicPlayerSetTime(musicPlayer, (MusicTimeStamp)0.0) != noErr) I have everything setup, it works, everything's peachy, except when I want to start over the sequence from the start during the playback. The important thing, we will use the z-index to keep the video in the background and over the button on the video.I'm using CoreAudio on iOS 5 to play MIDI files. We will set the width and height to 100% and also add the transition. We do this achieve using the position absolute. First, we will make the fullscreen HTML5 responsive video as Background. What we need is to have a button which we will position over the video and then we will have video HTML5 code define below the button code. We will start with HTML, and we hardly have a few lines of HTML code. Let’s take a look at the implementation process and know how we can do that: How to Add a Play Button Over HTML5 Video Lastly, we will make the button work with video. We will also manage the active state of the button. We are going to use the HTML button then place the HTML5 video tag to define the video.īy using javascript, we will handle its Play/Pause functionality. It will allow you to play the video on click and also pause the video when clicking again. In our previous article, we have explained the method of adding CSS text over a video and here we will use almost the same technique but with the addition of Javascript. The Javascript will help us to Play/Pause the video whereas the CSS will use to position the button element. Adding a button over a photo is so easy by using the CSS absolute property but what about the overlay play button over the HTML5 video? For this, we will take the help of Javascript along with CSS.
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